bn880 5 Posted July 4, 2003 Yes I think when I was playing around with this init stuff around 7 months ago, the init for createUnit did execute everywhere. It is part of the implementation in CoC's EnemyStack. Share this post Link to post Share on other sites
Tactician 0 Posted July 4, 2003 The only thing keeping you from using createUnit to disperse public init events on vehicles is the need for an existing group name. You can camCreate and createVehicle game logics all day long, but none will return a group name. Can't be done without mission editor intervention. Boo. They were just teasing us when they made init EHs private. However, this is a decent way to make arrays and strings public on a mission-by-mission basis. Share this post Link to post Share on other sites
bn880 5 Posted July 4, 2003 Yes you can create new groups createUnit then let it join itself or grpNull, it will the return a brand new group (if you did this to the last one in list). Anyway, I think BIS will be working on group limitations a little. Share this post Link to post Share on other sites
Tactician 0 Posted July 4, 2003 Can you create groups without an known existing group name, though? If you were using createUnit from a plane's init field, for example. If so, why aren't we using createUnit as the universal answer to public init EH? Share this post Link to post Share on other sites